Homebrew Yuan-ti halfblood Species Details
Yuan-Ti Purebloods are rarely found outside of Viprith, their homeland. Thus, Yuan-Ti Halfbloods are usually the only Yuan-Ti found outside of Viprith, and usually serve their communities in mercantile or diplomatic capacities. Their kingdom is small, yet one of the wealthiest, and this was forged through strategic alliances with other nations. Thus, Yuan-Ti tend to hold strong community bonds, and tend to put the group’s needs over the individual. There are always outliers of this, of course, especially for those who do not call Viprith home.
- Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
- Age. Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
- Size. Medium.
- Creature Type. Humanoid.
- Speed. Your base walking speed is 30 feet.
- 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.
- Innate Spellcasting. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
- Minor Magic Resistance. Once per long rest, you may use your reaction to gain advantage on saving throws against spells and other magical effects.
- Other Heritage. You inherit one of the following traits from your non-elven parent. Some races are not listed if that race has features that would override your original heritage, such as Dhampir.
- Aggressive (Orc). As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
- Apex Predator (Tabaxi). At third level, you can cast the spell Hunter’s Mark once per long rest.
- Artisan Adept (Dwarf). You gain proficiency with one kind of artisan’s tools of your choice.
- Brave (Halfling). You have advantage on saving throws against being frightened.
- Elusive Magic (Bugbear). You know the Minor Illusion cantrip. You may also cast the Invisibility spell once per long rest.
- Fey Ancestry (Elf). You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- Hardy (Goliath). When you fail a Constitution saving throw, you can reroll the save, but you must use the new roll. Once this trait is used, you may not use it again until you finish a short or long rest.
- Hidden Step (Firbolg). As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
- Hold Breath (Lizardfolk). You can hold your breath for up to 15 minutes at a time.
- Homefield Advantage (Genasi). You are sensitive to your surroundings when it pertains to your respective elemental plane. You gain advantage on any Wisdom or Intelligence checks regarding climates associated with your respective plane.
- Light Bearer (Aasimar). You know the Light cantrip. You learn the Cure Wounds spell and can cast it once per long rest.
- Limited Flight (Aarakocra). You have a flying speed of 20 feet. To use this speed, you can’t be wearing medium or heavy armor.
- Limited Cunning (Gnome). You may use your reaction to gain advantage on a Intelligence, Wisdom, or Charisma save against magic. This ability may be used once per short or long rest.
- Mentally Prepared (Gith). Your naturally sharpened instincts give you an advantage in combat. When you roll initiative, you may add your proficiency bonus to your initiative roll.
- Mudslinger (Goblin). Insults are your pastime. You gain the Vicious Mockery cantrip. You use your highest ability score as the spellcasting ability for this cantrip.
- Natural Appraiser (Dragonborn). Your ancestry has granted you the ability to roughly determine the true cost of an object. You gain proficiency in Appraisal Tools.
- Natural Armor (Loxodon). You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution 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.
- Natural Leader (Hobgoblin). You have innate instincts to lead. When you go first in combat, you have advantage on any melee or spell attacks you make that round.
- Prehensile Tail (Tiefling). Your tail is able to manipulate light objects. It can wield a finesse weapon, and you may use a bonus action to make a strike with it.
- Rabbit Hop (Harengon). As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Read Thoughts (Changeling). You can cast the Detect Thoughts spell once with this trait at will, without the need for components, and you regain this ability when you finish a long rest. Charisma is your spellcasting ability for this action.
- Relentless Endurance (Half-Orc/Orc). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
- Skill Variant (Human). You learn one additional skill or tool proficiency.
- Steadfast (Tortle). You are hard to shake in times of crisis. As an action, you may end a Charmed or Frightened status affecting you. You may do this once per long rest.
- Tactician (Kobold). You make the most out of the opportunities presented to you. When you have advantage on a melee or spell attack, you may roll the damage twice and take the higher total.
- Throw Voice (Grung). You may choose a point within 30 ft of you. When you speak, it appears as if your voice is originating from the point of your choosing. You can switch this point as a free action.
- Tool Adept (Hadozee). You learn a tool proficiency of your choice.
- Toughness (Giff). You are considerably more durable than most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
- Waverider Training (Triton). You gain proficiency with Navigator’s Tools and Vehicles (Water).
- Poison Resistance. You are resistant to poison damage and the poisoned condition.
- Secret Keeper. You are adept at navigating social situations, whether through charisma or wisdom skills. Choose one additional proficiency from the following: Insight, Intimidation, Perception, Persuasion.
- Languages. You can speak, read, and write Common, Abyssal, and Draconic.
Yuan-ti halfblood Traits
Yuan-ti halfbloodAbility Score Increase
Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
Age
Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
Size
Purebloods match humans in average size and weight. Your size is Medium.
Speed
Your base walking speed is 30 feet.
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.
Innate Spellcasting
You know the poison spray
cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.Minor magical resistance
Once per long rest, you may use your reaction to gain advantage on saving throws against spells and other magical effects.
Other heritage
- You inherit one of the following traits from your non-elven parent. Some races are not listed if that race has features that would override your original heritage, such as Dhampir.
- Aggressive (Orc). As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
- Apex Predator (Tabaxi). At third level, you can cast the spell Hunter’s Mark once per long rest.
- Artisan Adept (Dwarf). You gain proficiency with one kind of artisan’s tools of your choice.
- Brave (Halfling). You have advantage on saving throws against being frightened.
- Elusive Magic (Bugbear). You know the Minor Illusion cantrip. You may also cast the Invisibility spell once per long rest.
- Fey Ancestry (Elf). You have advantage on saving throws against being charmed, and magic can't put you to sleep.
- Hardy (Goliath). When you fail a Constitution saving throw, you can reroll the save, but you must use the new roll. Once this trait is used, you may not use it again until you finish a short or long rest.
- Hidden Step (Firbolg). As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
- Hold Breath (Lizardfolk). You can hold your breath for up to 15 minutes at a time.
- Homefield Advantage (Genasi). You are sensitive to your surroundings when it pertains to your respective elemental plane. You gain advantage on any Wisdom or Intelligence checks regarding climates associated with your respective plane.
- Light Bearer (Aasimar). You know the Light cantrip. You learn the Cure Wounds spell and can cast it once per long rest.
- Limited Flight (Aarakocra). You have a flying speed of 20 feet. To use this speed, you can’t be wearing medium or heavy armor.
- Limited Cunning (Gnome). You may use your reaction to gain advantage on a Intelligence, Wisdom, or Charisma save against magic. This ability may be used once per short or long rest.
- Mentally Prepared (Gith). Your naturally sharpened instincts give you an advantage in combat. When you roll initiative, you may add your proficiency bonus to your initiative roll.
- Mudslinger (Goblin). Insults are your pastime. You gain the Vicious Mockery cantrip. You use your highest ability score as the spellcasting ability for this cantrip.
- Natural Appraiser (Dragonborn). Your ancestry has granted you the ability to roughly determine the true cost of an object. You gain proficiency in Appraisal Tools.
- Natural Armor (Loxodon). You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution 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.
- Natural Leader (Hobgoblin). You have innate instincts to lead. When you go first in combat, you have advantage on any melee or spell attacks you make that round.
- Prehensile Tail (Tiefling). Your tail is able to manipulate light objects. It can wield a finesse weapon, and you may use a bonus action to make a strike with it.
- Rabbit Hop (Harengon). As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Read Thoughts (Changeling). You can cast the Detect Thoughts spell once with this trait at will, without the need for components, and you regain this ability when you finish a long rest. Charisma is your spellcasting ability for this action.
- Relentless Endurance (Half-Orc/Orc). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
- Skill Variant (Human). You learn one additional skill or tool proficiency.
- Steadfast (Tortle). You are hard to shake in times of crisis. As an action, you may end a Charmed or Frightened status affecting you. You may do this once per long rest.
- Tactician (Kobold). You make the most out of the opportunities presented to you. When you have advantage on a melee or spell attack, you may roll the damage twice and take the higher total.
- Throw Voice (Grung). You may choose a point within 30 ft of you. When you speak, it appears as if your voice is originating from the point of your choosing. You can switch this point as a free action.
- Tool Adept (Hadozee). You learn a tool proficiency of your choice.
- Toughness (Giff). You are considerably more durable than most. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
- Waverider Training (Triton). You gain proficiency with Navigator’s Tools and Vehicles (Water).
Secret keeper
You are adept at navigating social situations, whether through charisma or wisdom skills. Choose one additional proficiency from the following: Insight, Intimidation, Perception, Persuasion.
Poison resistance
You are resistant to poison damage and the poisoned condition.
Languages
You can speak, read, and write Common, Abyssal, and Draconic.
Comments