Yuan-Ti Pureblood
Common Cultures: Caravan, Cosmopolitan, Despotic, Forsaken, Itinerant, Magocracy, Theocratic, Warrior, Wild
Ancestry Traits
Size. Your size is Medium.
Speed. 30 ft.
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 discern colors in that darkness only as shades of gray.
You are immune to poison damage and the poisoned condition.
You can communicate simple ideas with snakes. These creatures can communicate back to you.
Paragon Options
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Malison Mutations
You gain some of the mutations common to the Malison caste of the yuan-ti. Choose one of the following:
- Type 1. You grow long, poisonous fangs and a snake-like head, which is a natural weapon with the Finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage and the creature must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes poison damage, or half as much on a success. The damage is a number of d6s equal to half your proficiency bonus (rounded down). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Type 2. You can momentarily transform your arms into snakes, which are natural weapons with the Finesse property that you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. When you hit with this unarmed strike, you can inject venom into your target through the bite. The creature must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes poison damage, or half as much on a success. The damage is a number of d6s equal to half your proficiency bonus (rounded down). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Type 3. Your legs have fused together into a long, serpentine tail, which is a natural weapon with the Finesse property that you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. When you flourish against a creature with an unarmed strike, you may grapple them with your tail instead. While grappled with your tail, the creature is restrained. Additionally, when you hit with an unarmed strike, you can use a bonus action to automatically flourish, using the flourish to grapple and restrain the target with your tail. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Additionally, you have advantage against effects that would knock you prone.
- Type 4. You grow one or more long, prehensile tails. Your tail can perform any task you could perform with a hand.
- Type 5. You grow protective, lightweight scales all over your body. Choose one of the following damage types: acid, cold, fire, or lightning. You have resistance to chosen damage type. Additionally, when you aren't wearing armor, your base AC is 13 + 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.
Serpent Magic
You learn more advanced magic of the yuan-ti. You learn the animal friendship spell and can cast it at will, without spending mana. You also learn your choice of two of the following spells: charm person, darkness, fear, entangle, or suggestion. You can cast each of these spells once without spending mana and without material components. Once you do, you can't do so again until you finish a long rest. You can also cast these spells using mana if you can cast spells of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this culture).
Shapechange
You can use your action to polymorph into a tiny, small, medium, or large snake, or back into your true form. While in snake form, you can't speak except through your Speak with Ophidians trait, you gain a swim speed equal to your walking speed, and you gain blindsight with a range of 10 feet. Your other statistics are unchanged. Anything you are wearing or carrying transforms with you. You revert to your true form if you die.