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A purely mechanical update for you all, since there were some delays with the artwork - I will play catch up with updates next week.

Please let me know what you think here or in the discord. :D

Racial Features:

Ability Score Increase. Your Intelligence score increases by 1.

Size. Your size is medium.

Speed. You have a walking speed of 30 ft.

Constrict. Your coiling body is a natural melee weapon, which you can use to make constrict attacks. If you hit with it, you deal bludgeoning damage equal to 1d6 plus your Strength modifier. Instead of dealing damage, you can choose to grapple your target instead. You have advantage on constrict attacks against targets that you have grappled.

Lamia’s Cunning. You are proficient in one of the following skills: Deception, Investigation, Stealth, or Survival

Tail. You have a long tail that you can use to handle items within 10 ft. of yourself. You can’t use your tail to perform complex tasks such as using tools, wielding weapons, or using items with it.

Swimming Speed. You have a swimming speed equal to your walking speed.

Snake Senses. You can use an action on your turn to gain blindsight in a 10 ft. radius until the end of your next turn, allowing you to detect invisible creatures within the area, unless it successfully hides from you.

Subspecies. Choose one of the following: Apophis, Echidna, Dusa, or Cuatl.


Apophis

Ability Score Increase. Your Dexterity score increases by 2, or your Dexterity score and your Intelligence scores each increase by 1.

Bite. Your fangs are natural melee weapons that have the finesse trait, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Venomous. You have the ability to secrete venom from your fangs. When you hit a creature with an attack using your fangs, you can choose to inject venom into the creature. The creature must make a Constitution saving throw. On a failed save a creature takes poison damage equal to an amount of d6 equal to your proficiency modifier. On a successful save a creature takes half as much damage. The saving throw is 8 + your proficiency bonus + your constitution modifier. Alternatively you can mix your venom with your saliva to create poison as an action. Your poison is an ingested and injury type poison. A creature subjected to your poison treats it as if you injected your venom into the creature. Once your poison leaves your mouth, it remains potent for one hour. You are immune to your own poison. Once you secret venom, you can’t do so again until you have finished a short or long rest.

Slithering. When you move you can choose to use your serpentine body to move in disorienting patterns. When you do so you must spend your entire movement moving this way until the end of your turn. While you move this way you spend 2 ft. of movement for every foot you move and provoke no opportunity attacks.


Echidna

Ability Score Increase. Your Strength score increases by 2, or your Strength score and your Intelligence scores each increase by 1.

Natural Weapon. Your claws are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier.

Clawed Embrace. When you successfully grapple a creature you can use a bonus action to make an attack using your claws against the grappled creature until the end of your turn.

Scales. You have a plus 1 bonus to AC when you are not wearing armor.

Athletic. You are proficient in the Athletics skill.


Dusa

Ability Score Increase. Your Charisma score increases by 2, or your Intelligence score and your Charisma scores each increase by 1.

Poison Eye. You can use an action to look at a creature within 60 ft. of yourself that can see you. The creature must succeed a Constitution saving throw or be restrained, a creature that is immune to being paralyzed succeeds the saving throw automatically. The DC is equal to 8 plus your proficiency modifier plus your Charisma modifier. Until the end of your next turn you can use an action to maintain the look and force the creature to repeat the saving throw. On a failed save the creature is paralyzed and you can use an action to maintain the look and force the creature to repeat the saving throw until the end of your next turn. You can maintain your look a total amount equal to your proficiency modifier before you have to finish a long rest to do so again.

Protected Eyes. You have advantage on saving throws against effects that blind.


Cuatl

Ability Score Increase. Your Wisdom score increases by 2, or your Intelligence score and your Wisdom scores each increase by 1.

Supernatural Detection. You know and can cast Detect Evil and Good and Detect Magic without expending a spell slot. Once you cast either of these two spells without expending a spell slot, you must finish a short or long rest before you can cast it again. When you create the character, you choose Intelligence or Wisdom as your spellcasting ability for it.

Omens. You know the guidance cantrip. When you create the character, you choose Intelligence or Wisdom as your spellcasting ability for it.

Empath. You are proficient in Insight.

Shrouded Soul. You have advantage on saving throws against effects that would scry or locate you, read your thoughts, or sense your emotions.

Files

Comments

Daniel Sellers

Been looking forward to this 🙌 😊

Jinx Betwixt

Coming back to this post now n again, since I'm gonna get to poke at it soon~ish as a player. I'm assuming this is omitted since this is more of a wip/concept update, but is there any ideas for languages known atm?

Tuz-oh

Regarding the languages, they will probably be Common, Yuan-Ti, and one additional language of your choice.