Ophidian



Snake People

Antes dos humanos chegarem ao continente de Cerilia eles viviam em um continente mais ao sul. Neste continente existia um grande império que dominava quase todo o continente. Porém este império se tornou decadente e passou a venerar Azrai, a serpente. Azrai se tornou poderoso, e seus súditos foram recompensados, eles foram transformados em uma raça de homens-serpente.

As outras nações humanas que não se submetiam ao império fugiram para o norte e se estabeleceram no continente antes dominado por elfos, goblins e monstros.

Quando Azrai tentou dominar o continente do norte e foi destruído, o império do sul entrou em rápido declínio. Os ophidian entraram em guerras internas, e suas grandiosas cidades foram destruídas e abandonadas. Muito dos homens serpentes então seguiram o caminho dos humanos para o norte.

Os ophidian ainda são temidos e odiados pelos humanos. Sem a influência de Azrai, eles puderam ser livres para optar entre o bem e o mal. Sua natureza de predador e sua cultura anterior ainda faz com que muitos escolham o caminho das trevas.

  • +2 Int, +1 Cha
  • Medium, Speed 6
  • Darkvision: Ophidian podem enxergar no escuro até 60ft, porém não distinguem cores no escuro, enxergando apenas tons de cinza.
  • Mystic Culture: Ganha proficiencia em "Arcana"
  • Magic Resistance : Você tem vantagem em saves contra feitiços.
  • Poison Resilience - Você tem resistência a dano de veneno e tem vantagem para evitar a condição de envenenado.
  • Ophidian Traits : escolha 2 :
    • AQUATIC. You can hold your breath for up to 15 minutes at a time, and you have a swim speed of 30 feet.
    • CHAMELEON. You can change the patterns and colors on your scales, you can conceal your ophidian appearance by focusing your will, as though you were maintaining concentration on a spell. With some effort you can extend that ability to your equipment, you can spend an action to become invisible until the end of your next turn. This invisibility ends if you attack, cast a spell, or move more than 5 feet. You may use the invisibility trait a number of times equal to your PB, you must finish a long rest before use it again.
    • HYPNOTIC EYES. You know the Friends cantrip, you may cast without a somatic or material component but the creature must be able to see your eyes. When you reach 3rd level, you can cast the charm person spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. You may choose INT, WIS or CHA as your spellcasting ability for these spells.
    • TOUGH-SCALED. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. A shield’s benefits apply as normal while you use your natural armor.
    • VENOMOUS. You can use your teeth as a natural weapon to make unarmed strikes. If you hit with it your bite, you deal piercing damage equal to 1d4 + your Strength modifier. When you deal damage with your bite, you can inject venom. The creature you bit takes poison damage equal to your proficiency bonus. It must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or receive the poisoned condition. At the end of each of its rounds it must make the save again or else takes that poison damage again. If it succeeds its save, the effect ends. You may use your poison a number of times equal to your PB, you cannot produce venom again until you finish a long rest. You can alternately spend a bonus action to release venom onto a weapon you’re wielding, which will have the same effect when it damages a creature. Your venom loses potency within an hour once it leaves your fangs, but someone proficiency with a poisoner’s kit can use it as one of the ingredients needed to create a vial of basic poison. This reduces the cost of the vial of poison by 50%.
    • TORPOR. Your metabolism can slow enough to put you into stasis. You can intentionally enter torpor as an action. You become incapacitated and appear dead, but remain conscious, and you do not need to eat, drink, or breathe until you emerge from torpor, which requires no action. You may automatically enter torpor when reduced to 0 hit points. While in torpor and at 0 hit points, you do not normally need to make death saving throws on your turn. However, you still must make a death saving throw if you take damage while at 0 hit points.