Homebrew Coatlkin Yuan-Ti Species Details

i am way too lazy to add a  description

they're good snake people

Coatlkin Yuan-Ti Traits

Coatlkin share certain racial traits as a result of their celestial descent.

Innate Spellcasting

You learn one cantrip of your choice from the druid or cleric spell list. If you are a spellcaster, it counts as one of your respective class's spells. Otherwise, it's modifier is Wisdom.

Ability Score Increase

Your Wisdom score increases by 1, and your Charisma score increases by 2.

Age

Coatlkin mature at the same rate as humans and have lifespans similar in length to theirs.

Alignment

Being close to the gods themselves, Coatlkin are naturally good. Ones that honor and pursue their heritage end up as Lawful, whereas others may straddle the Neutral side of the order. Coatlkin are rarely Chaotic.

Size

Coatlkin are about the same size and build as normal Yuan-Ti. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Darkvision

Thanks to your celestial heritage, you have superior vision in dark and dim conditions. 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.

Magic Resistance

You have resistance on saving throws against spells and other magical effects.

Languages

You can speak, read, and write Common and Celestial.

Angelic Aura

When you reach 3rd level, you gain the ability to harness the inner ability of your celestial heritage and sprout feathery, colorful wings, cloaking those around you in a magical aura. As a bonus action on your turn, you can sprout Coatl-like wings from your back. You can only be wearing light armor or tailored, nonmetal leather armor (which costs 25% more) in order to use this ability. For the next five rounds, you gain a flying speed of thirty feet, and all creatures within 10ft of you regain 1d4hp at the end of each of your turns. When this ability ends, you are fatigued for your next turn. While fatigued, you can only take the disengage action.

At 6th level, the healing dice is increased to 1d6, and at 11th level, it is increased to 1d8.

When you use this ability, you cannot use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/21/2020 6:22:45 AM
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8/21/2020 6:26:49 AM
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