Base Class: Fighter
The Yuan-ti Rune Warriors warp and enhance their physical and mental abilities, mimicking the act of Yuan-ti creation in its simplest form. With each rune representing a portion of the body, they become a template for the powers of their serpentine people.
Bonus Proficiencies
3rd-level Yuan-ti Rune Warrior feature
At 3rd level, you gain proficiency in one of the following skills: Perception, Survival, Deception or Arcana. Also, you now know how to speak, read and write Draconic.
Rune Carver
3rd-level Yuan-ti Rune Warrior feature
You can use magic runes to enhance your physical body. At 3rd level, you learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Whenever you finish a long rest, you can inscribe a portion of your body with a rune that you know, the area that the rune is being inscribed on must match the rune's name (ex. arms rune must go somewhere on the arms). You may only have one rune inscribed to any one body part at any given time. Your rune remains inscribed on your person until you finish a long rest.
The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Charisma modifier.
Arm Rune
Inscribed on one's arm, this rune enhances one strength through channeling a snake's constricting form. You have advantage on Strength (Athletics) checks and Strength saving throws.
You can invoke this rune as a bonus action to cause serpents to sprout from your elbows or forearms for 1 minute. While these snakes are active, you can make a special bite attack as bonus action. This attack has a reach of 15 feet and deals 2d6 acid damage. Also, a creature smaller than Large must succeed on a Strength saving throw or be restrained by the serpents. A creature restrained in this way take 2d6 bludgeoning damage at the start of each of their turns and may repeat the saving through at the end of their turn to end this effect. While restraining a creature, you must remain within 15 feet of this creature, but you may attempt an opposed Strength (Athletics) check to drag the restrained creature as part of your movement. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Eye Rune
Inscribe on the brow, cheek, or eyelid, this rune makes one aware of their surroundings and distract foes with flashes of psionic lights. You have advantage on Wisdom (Perception) checks and can't be surprised so long as you aren't incapacitated.
You can invoke this rune as a bonus action to cause your gaze to distract or briefly daze onlookers. Choose up to 3 creatures that are within 60 feet of you, can see you, and are no more than 15 feet apart from one another. These creatures must succeed on a Wisdom saving throw or the next attack roll they make has disadvantage or the next attack against them has advantage, whichever comes first. If neither event happens before the end of your next turn, the effect fades and is wasted. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Leg Rune
Inscribed on the thigh or calf, this rune enhances flexibility, dexterity, and causes the inscriber's toes to sharpen into gripping talons. You have advantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks.
You can invoke this rune as a bonus action to gain a climb speed equal to your base land speed and advantage on Dexterity saving throws for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Mind Rune (7th Level or Higher)
Inscribed on the scalp or back of the neck, this rune hardens the mind and allows one's thoughts to be deadly to others. You have resistance to psychic damage and have advantage on saving throws against spells.
You can invoke this rune as a bonus action after successfully hitting a creature with a weapon or natural attack. This creature must succeed on a Wisdom saving throw or take 3d4 psychic damage and be charmed by the warrior for 1 minute. While charmed in this way, a creature suffers 1d4 psychic damage at the beginning of their turn, and they can repeat the saving throw at the end of their turn to end the effect. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Mouth Rune
Inscribed on the tongue or somewhere on the face, this rune sharpens the warrior's words into deadly fangs. You have advantage on Charisma (Persuasion) and Charisma (Deception) checks so long as the rune is active.
You can also invoke this rune as a bonus action to gain a venomous bite attack for 1 minute. For this minute, as a bonus action, you can make a bite attack that deals 2d6 poison damage and the target must succeed on a Constitution saving throw or be poisoned for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Torso Rune (7th Level or Higher)
Inscribed on the chest, abdomen or back, this rune enhances ones resistance to poisons and strengthens the skin, making it comparable to scales. You have gain resistance to poison damage, advantage on Constitution saving throws against being poisoned.
You can invoke this rune as a bonus action to gain a natural armor bonus equal to 14 + your Dexterity modifier and resistance to bludgeoning, slashing and piercing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Serpent's Guile
3rd-level Yuan-ti Rune Warrior feature
You have learned how to imbue yourself with the deadly swiftness of a serpent. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- Your base land speed increases by 10 feet.
- You may take the Disengage action as a bonus action.
- Once on each of your turns, one of your attacks with a weapon or unarmed strike can deal an extra 1d6 poison damage on a hit.
Runic Shield
7th-level Yuan-ti Rune Warrior feature
You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to preroll the d20 roll and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Serpentine Form
10th-level Yuan-ti Rune Warrior feature
Your body adopts a serpentine appearance, your skin becomes scaly or eyes become slitted; in effect, you become more snake-like in appearance. Also, the extra poison damage you deal with your Serpent's Guile feature increases to 1d8.
Master of Runes
15th-level Yuan-ti Rune Warrior feature
You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Venom of the Ancients
18th-level Yuan-ti Rune Warrior feature
The venom of the ancient deities from which you gained your runic practices now courses through your veins, you are one with the deadly force of their existence. The extra poison damage from your Serpent's Guile feature increases to 1d10. Also, whenever you deal poison damage with a feature from this subclass, you deal additional necrotic damage equal to half the poison damage dealt as well (ex. 10 poison damage = 5 additional necrotic damage).
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