Despite their resemblance to draconid scaled folk, Herptiles are their own people and have evolved alongside other anivails since the worlds’ creation. Gifted by reptile genii with remarkable physical defenses and a mystical connection to the natural world, Herps can survive with just their wits in situations that would be deadly for other folk.
Herptiles have colorful scales and exhibit a wide array of scale patterns, though their overall appearance is human until examined closely.
Anivails have been genetically mutated over generations from exposure to the Aureum of the nature spirits they worship. Close contact to their magic and blessings from Genii have bestowed them with animalistic traits that have developed over thousands of years of evolution.
| Beast Senses. You have proficiency in Perception and 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 colour in darkness, only shades of grey. |
|---|
| Natural Weapons. Your Animal Aspect manifests as teeth, claws, horns, stinger, or some other body part that animals use to defend themselves. You gain a natural weapon that you are proficient with that deals 1d4 of either bludgeoning, piercing, slashing, poison, or acid damage. Once chosen you cannot change your natural weapon. |
| Subrace. Every anivails connection to nature manifests as an Animal Aspect. Because animals can come in all shapes and sizes, Anivail come in a great variety of forms. Select one of the following sub-races to develop as your Animal Aspect. Remember, Animal Aspects not only influence your physiology, they also impact your personality. |
For the most part, anivails bear a striking resemblance to humans, in both form and function. But for most, it is easy to differentiate between the two because every anivail has an Animal Aspect. Every anivail is born with a deep connection to the beasts of the world, which each embodies in their Aspect, giving each Faunus traits of a specific beast. Animal aspects always manifest themselves physically, giving an Anivail one or more body parts reminiscent of their bonded animal, such as cat ears, monkey tails, deer antlers, chameleon skin, and so forth. Aspects also manifest in more minor ways, such as eye color and shape, general hairiness, or sharp teeth. Even personality is determined in some form by aspect; aspects of prey species are often shy and meek, those of bulls are often brash, and those of cats are independent and aloof.
Your animal aspect connects you to a chameleon or other masters of camouflage. You embrace the art of stealth and can change your appearance at will.
| Ability Score Increase. Your Charisma score increases by 1. |
|---|
| Chameleon Skin. Your animal aspect gives you the scaly skin of a chameleon, allowing you to change colours at a whim. Without active control, your colours change with your emotions, but with concentration you can control the colour, eliminating the need for make-up either for beauty or for disguise checks to pass yourself off as a different skin tone. This also allows you to attempt to hide in plain sight. You gain the Mask of the Wild Trait. |
| Shifting Skin. You can cast the Alter Self spell once per day. You regain use of this trait once you complete a long rest. |
Your Animal Aspect connects you with an armoured reptile, with the thick hide of crocodile, the scales of a komodo dragons, or the armoured shell of a turtle or tortoise, you are much more durable to harm.
| Ability Score Increase. Your Constitution score increases by an additional 1. |
|---|
| Naturally Armoured. You have tough, scaly skin. While you are not wearing armour, your Armour Class is equal to 15 + your Dexterity modifier. You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal. |
| Underarmour. Your Armour Class can not be lower than 15. |
| Shell Defense. You can withdraw and curl in on yourself as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell or defense curl, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell. |
Your animal aspect connects you to a snake or other poisonous reptile. You embrace the art of toxins and can change your have innate serpentine magic.
| Ability Score Increase. Your Charisma score increases by 1. |
|---|
| Magic Resistance. You have advantage on saving throws against spells. |
| Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage. |
| Serpentine 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. You can also cast it using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). |
Your Animal Aspect connects you to a beast of both the water and land, whether frog, toad, or newts (including axolotl). You are a natural in the water.
| Ability Score Increase. Your Charisma score increases by 2 |
|---|
| Amphibious. You can breathe both water and air. |
| Webbed Feet. You gain a swim speed equal to your movement speed. |
| High Dive. When you fall into water that is more than 10' deep, you have resistance to falling damage. |
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!