Elf, Naga
Ancestry Traits
Size. Your size is Medium.
Speed. 30 ft.
You are a Monstrosity.
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 have a swimming equal to your walking speed, and you can breathe air and water.
Naga come in many different shapes and sizes, and each was molded in Azshara's image. Choose two of the following:
- Brine Lurker. You have advantage on Dexterity (Stealth) checks made while submerged in water.
- Call to the Wave. You learn one of the following cantrips of your choice: acid splash, frost strike, frostbite, mage hand, minor illusion, ray of frost, or shape water. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this ancestry).
- Crushing Claws. You have crab claws or tentacles that can be used as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the damage normal for an unarmed strike.
- Deft Swimmer.. You can use the Dash or Disengage action as a bonus action while underwater.
- Emissary of the Sea. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return. If you have the Friend of the Sea trait, you can also speak to Elementals and Monstrosities that have a swimming speed.
- Keen Senses. You have proficiency in the Insight, Perception, or Survival skill.
- Leviathan Will. Choose one of the following conditions: charmed, frightened, paralyzed, poisoned, or stunned. You have advantage on saving throws against the chosen condition, and you can't be put to sleep against your will. You can choose this option multiple times.
- Natural Armor. You have tough scales covering your body. 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 yours natural armor.
- Poison Glands. Any creature that grapples you or otherwise comes into direct contact with your poisonous glands must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you are proficient with a poison kit, you can apply this poison to weapons you wield. When used in this way, it acts as basic poison. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
- Sea Legs. You have advantage against effects that would knock you prone.
- Slippery. You are slippery and difficult to grab. You have advantage on saving throws you make to avoid or end the grappled or restrained condition on yourself.
- Snake Hair. In lieu of hair, you have a nest of small snakes on your head, which you have a limited ability to see through. You have advantage on Wisdom (Perception) checks relying on sight, and can see in every direction simultaneously, meaning creatures cannot gain the benefits of flanking against you.
Paragon Options
Abyssal Legacy
Choose two additional options from the Legacy of Nazjatar trait. You gain the benefits from those options.
Aquatic Predator
Your swim speed increases by 10 feet, and you gain Darkvision out to 120 feet while underwater. Additionally, while underwater, you have advantage on attack rolls against creatures that don't have a swim speed, and creatures that don't have a swim speed have disadvantage on saving throws against spells and abilities you use.
Elfsight
Nature cannot block the legendary accuracy of your people. You gain the following benefits:
- An area being lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena does not impose disadvantage on your ability checks relying on sight.
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Elven Accuracy
As in the feat from Xanathar's Guide to Everything, but with the ability score increase removed.
High Magic
You learn more advanced magic of the Highbourne. You learn the detect magic spell and can cast it at will, without spending mana. You also learn the dispel magic and levitate spells. You can cast these spells once each 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).
Magic Resistance
You have advantage on saving throws against spells and other magical effects.
Perfect Darkvision
You can see normally in darkness, both magical and nonmagical, to a distance of 300 feet.
Prophetic Instincts
Your ability to detect danger is supernatural, and sometimes see divergent possibilities by seeing a few moments into the future. You gain the following benefits:
- You can’t be surprised except when incapacitated by something other than nonmagical sleep.
- When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll.
Your foretelling roll can be used only once. When you finish a long