JNAProductions
2018-08-10, 08:49 PM
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10+Con mod
Hit Points at Higher Levels: 1d10 (6)+Con mod
PROFICIENCIES
Armor: None
Weapons: All simple
Tools: None
Saving Throws: Constitution and Intelligence
Skills: Choose two from Athletics, Stealth, Arcana, History, Investigation, Insight, Medicine, Perception, Survival, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any weapon you are proficient in and 20 pieces of ammo, if needed
-Any simple weapon and 20 pieces of ammo, if needed
-Any one pack
Naga
Level
Proficiency Bonus
Features
1st
+2
Naga Form
2nd
+2
Naga Archetype
3rd
+2
Spellcasting
4th
+2
Ability Score Improvement
5th
+3
Extra Attack, Crushing Coils
6th
+3
Archetype Feature
7th
+3
Form Shifting
8th
+3
Ability Score Improvement
9th
+4
Improved Form
10th
+4
Archetype Feature
11th
+4
Improved Crushing Coils
12th
+4
Ability Score Improvement
13th
+5
Greater Form
14th
+5
Archetype Feature
15th
+5
Improved Form Shifting
16th
+5
Ability Score Improvement
17th
+6
Greater Crushing Coils
18th
+6
Archetype Feature
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature
Naga Form-At level one, you are a naga. This is your race, and grants you the following benefits:
-You gain +1 to Strength, Constitution, and Intelligence.
-Your move speed is 35'.
-Your size is large. As such, you take up a 10' by 10' space, not 5' by 5'. However, your small humanoid part means that you wield weapons only slightly larger than those used by medium creatures, and therefore do no extra damage. In addition, due to your coils, you may choose to extend yourself in a line, occupying four adjacent 5' by 5' cubes. You can only attack with your humanoid form from the frontmost cube, but are free to use your tail attack from any other square.
-You have Darkvision out to 60'.
-You have resistance to poison damage and advantage on saves against poison.
-Your AC can equal to 13+your Dexterity modifier.
-You have a tail attack, which you are proficient in, that deals 1d10 points of bludgeoning damage with a 5' reach. In addition, in any turn when you hit with your tail, you may attempt to grapple the target as a bonus action.
Naga Archetype-At level two, choose to be a Spiritcaller or a Warrior.
Spellcasting-At level three, you gain spellcasting. You have a number of slots equal to half your proficiency bonus, rounding up, that recharge on a short rest. Their level is your proficiency bonus minus one. Intelligence is your casting stat for these spells.
Ability Score Improvement-Usual levels, usual deal.
Extra Attack-Level five, usual deal.
Crushing Coils-At level five, your ability to crush those entrapped in your coils improves. When you perform a tail attack against someone you have grappled, you may choose to instead try to restrain them further. Make an opposed grapple check-on a success, they are restrained, you may use a bonus action on your turn to deal 2d6+Strength modifier bludgeoning damage to them, and they must first escape from being restrained before they can escape your grapple.
Form Shifting-At level seven, you are able to change to a singular humanoid form. This form looks, from the waist up, exactly as you do, but has legs instead of a snake tail.
Improved Form-At level nine, your natural armor improves to 14+Dexterity modifier.
Improved Crushing Coils-At level eleven, you gain advantage on Athletics checks made to grapple, and can grapple a creature up to two sizes larger than you, or grapple up to four creatures one size smaller than you, doubling the amount for each size smaller than that. As such, your Crushing Coils deal damage to everyone you have Restrained.
Greater Form-At level thirteen, your resistance to poison improves to immunity, your Darkvision range doubles to 120', and your speed increases to 40'.
Improved Form Shifting-At level fifteen, you are able to enlarge yourself, as per the spell, at-will. There is no duration other than Concentration when cast in this manner.
Greater Crushing Coils-At level seventeen, your Crushing Coils now deal 2d10+Strength modifier damage to all you have restrained.
Spiritcaller
Spiritcalling-At level two, you may perform a seance. This is a one-hour ritual, requiring participation of at you and at least one other person per level of the spell you are attempting to cast with the seance. At the conclusion, you may call upon your ancestor spirits to guide you, casting any divination spell of a level no greater than your proficiency bonus.
Protective Spirithost-At level six, you are able to call your spirits down upon any who dare strike you. As a reaction, you may inflict 1d6+Intelligence modifier psychic damage to anyone who successfully attacks you, so long as they are visible to you and within 60'.
Vengeful Spirithost-At level ten, your spirits linger and disrupt after striking. Anyone affected by your Protective Spirithost ability suffers the effects of the Bane spell (with no save allowed) until the end of your next turn.
Clad In Armor Of Ancestry-At level fourteen, you may summon a spiritual shield that you are proficient in. This shield is, other than providing the standard +2 to AC, a focus for your spirits, and when in use, increases your damage from Spirithost to 2d6+Intelligence modifier.
Spiritual Recall-At level eighteen, you may recall the spirits to their bodies. You may, once per long rest, cast Resurrection or any lesser form of magic that raises the dead back to life.
Live On-At level twenty, you are able to live on even after death. When you die, you immediately gain an incorporeal form that has 1 HP and THP equal to your hit point maximum. Other than being incorporeal, this form can do everything your normal form can, including casting Resurrection (so long as you have enough diamonds).
Warrior
Martial Tradition-At level two, you gain proficiency in all martial weapons.
Fighting Style-At level six, you may choose any one fighting style.
Strike And Slither-At level ten, you may Dash as a bonus action on any turn when you attack as an action.
Slithering Gait-At level fourteen, you may Disengage as a bonus action.
Naga's Strength-At level eighteen, your Strength score increases by 2, as does your maximum Strength (to a max of 30).
Extra Attack II-At level twenty, you gain a third attack.
Hit Dice: 1d10
Hit Points at 1st Level: 10+Con mod
Hit Points at Higher Levels: 1d10 (6)+Con mod
PROFICIENCIES
Armor: None
Weapons: All simple
Tools: None
Saving Throws: Constitution and Intelligence
Skills: Choose two from Athletics, Stealth, Arcana, History, Investigation, Insight, Medicine, Perception, Survival, Deception, Intimidation, and Persuasion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any weapon you are proficient in and 20 pieces of ammo, if needed
-Any simple weapon and 20 pieces of ammo, if needed
-Any one pack
Naga
Level
Proficiency Bonus
Features
1st
+2
Naga Form
2nd
+2
Naga Archetype
3rd
+2
Spellcasting
4th
+2
Ability Score Improvement
5th
+3
Extra Attack, Crushing Coils
6th
+3
Archetype Feature
7th
+3
Form Shifting
8th
+3
Ability Score Improvement
9th
+4
Improved Form
10th
+4
Archetype Feature
11th
+4
Improved Crushing Coils
12th
+4
Ability Score Improvement
13th
+5
Greater Form
14th
+5
Archetype Feature
15th
+5
Improved Form Shifting
16th
+5
Ability Score Improvement
17th
+6
Greater Crushing Coils
18th
+6
Archetype Feature
19th
+6
Ability Score Improvement
20th
+6
Archetype Feature
Naga Form-At level one, you are a naga. This is your race, and grants you the following benefits:
-You gain +1 to Strength, Constitution, and Intelligence.
-Your move speed is 35'.
-Your size is large. As such, you take up a 10' by 10' space, not 5' by 5'. However, your small humanoid part means that you wield weapons only slightly larger than those used by medium creatures, and therefore do no extra damage. In addition, due to your coils, you may choose to extend yourself in a line, occupying four adjacent 5' by 5' cubes. You can only attack with your humanoid form from the frontmost cube, but are free to use your tail attack from any other square.
-You have Darkvision out to 60'.
-You have resistance to poison damage and advantage on saves against poison.
-Your AC can equal to 13+your Dexterity modifier.
-You have a tail attack, which you are proficient in, that deals 1d10 points of bludgeoning damage with a 5' reach. In addition, in any turn when you hit with your tail, you may attempt to grapple the target as a bonus action.
Naga Archetype-At level two, choose to be a Spiritcaller or a Warrior.
Spellcasting-At level three, you gain spellcasting. You have a number of slots equal to half your proficiency bonus, rounding up, that recharge on a short rest. Their level is your proficiency bonus minus one. Intelligence is your casting stat for these spells.
Ability Score Improvement-Usual levels, usual deal.
Extra Attack-Level five, usual deal.
Crushing Coils-At level five, your ability to crush those entrapped in your coils improves. When you perform a tail attack against someone you have grappled, you may choose to instead try to restrain them further. Make an opposed grapple check-on a success, they are restrained, you may use a bonus action on your turn to deal 2d6+Strength modifier bludgeoning damage to them, and they must first escape from being restrained before they can escape your grapple.
Form Shifting-At level seven, you are able to change to a singular humanoid form. This form looks, from the waist up, exactly as you do, but has legs instead of a snake tail.
Improved Form-At level nine, your natural armor improves to 14+Dexterity modifier.
Improved Crushing Coils-At level eleven, you gain advantage on Athletics checks made to grapple, and can grapple a creature up to two sizes larger than you, or grapple up to four creatures one size smaller than you, doubling the amount for each size smaller than that. As such, your Crushing Coils deal damage to everyone you have Restrained.
Greater Form-At level thirteen, your resistance to poison improves to immunity, your Darkvision range doubles to 120', and your speed increases to 40'.
Improved Form Shifting-At level fifteen, you are able to enlarge yourself, as per the spell, at-will. There is no duration other than Concentration when cast in this manner.
Greater Crushing Coils-At level seventeen, your Crushing Coils now deal 2d10+Strength modifier damage to all you have restrained.
Spiritcaller
Spiritcalling-At level two, you may perform a seance. This is a one-hour ritual, requiring participation of at you and at least one other person per level of the spell you are attempting to cast with the seance. At the conclusion, you may call upon your ancestor spirits to guide you, casting any divination spell of a level no greater than your proficiency bonus.
Protective Spirithost-At level six, you are able to call your spirits down upon any who dare strike you. As a reaction, you may inflict 1d6+Intelligence modifier psychic damage to anyone who successfully attacks you, so long as they are visible to you and within 60'.
Vengeful Spirithost-At level ten, your spirits linger and disrupt after striking. Anyone affected by your Protective Spirithost ability suffers the effects of the Bane spell (with no save allowed) until the end of your next turn.
Clad In Armor Of Ancestry-At level fourteen, you may summon a spiritual shield that you are proficient in. This shield is, other than providing the standard +2 to AC, a focus for your spirits, and when in use, increases your damage from Spirithost to 2d6+Intelligence modifier.
Spiritual Recall-At level eighteen, you may recall the spirits to their bodies. You may, once per long rest, cast Resurrection or any lesser form of magic that raises the dead back to life.
Live On-At level twenty, you are able to live on even after death. When you die, you immediately gain an incorporeal form that has 1 HP and THP equal to your hit point maximum. Other than being incorporeal, this form can do everything your normal form can, including casting Resurrection (so long as you have enough diamonds).
Warrior
Martial Tradition-At level two, you gain proficiency in all martial weapons.
Fighting Style-At level six, you may choose any one fighting style.
Strike And Slither-At level ten, you may Dash as a bonus action on any turn when you attack as an action.
Slithering Gait-At level fourteen, you may Disengage as a bonus action.
Naga's Strength-At level eighteen, your Strength score increases by 2, as does your maximum Strength (to a max of 30).
Extra Attack II-At level twenty, you gain a third attack.