Ophidian Lycanthrope (5e Race)

From D&D Wiki
Jump to navigation Jump to search


Physical Description[edit]

Ophidian lycanthropes are beings that can shift between three distinct forms: humanoid, hybrid (half-snake), and full serpent. In their humanoid form, they are nearly indistinguishable from their base race, though some may retain faint reptilian features such as slitted pupils or slightly sharper canines. Their hybrid form reveals their true nature—scales adorn parts of their body, their eyes become piercing golden or amber, and elongated fangs drip with venom. In full serpent form, they become massive snakes, ranging from the size of a large constrictor to an even more monstrous shape, with powerful muscles and toxic bites that can paralyze or kill their prey.

History[edit]

Ophidian lycanthropes are rare creatures, often the result of ancient bloodlines cursed or blessed by powerful serpentine deities, primordial forces, or experimental alchemy. Some were created as divine warriors, others as nightmarish assassins, and a few have simply inherited their condition through generations. Their history is shrouded in myth, as their kind often stays in the shadows of civilization, seen as both monstrous and divine.

Society[edit]

Ophidian lycanthropes tend to live in secluded or hidden communities, either among others of their kind or in societies that revere serpents and transformation. Some serve as temple guardians or spies, while others wander alone, seeking a balance between their instincts and intellect. They value cunning, patience, and strength, often favoring merit-based leadership rather than hereditary rule.

Ophidian Lycanthrope Names[edit]

Ophidian lycanthropes often take names inspired by ancient serpent cults, divine entities, or the regions they originate from. Many prefer sibilant sounds in their names.

Male: Sszirak, Vashkar, Orothiss, Jassith, Kharess

Female: Althiss, Vashti, Zssira, Nymrith, Selshara

Ophidian Lycanthrope Traits[edit]

A shapechanger infused with serpentine abilities, capable of shifting between humanoid, hybrid, and full serpent forms.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Ophidian lycanthropes mature at the same rate as their base race but can live significantly longer, often surpassing 200 years.
Alignment. They tend toward Neutral or Chaotic alignments, valuing freedom, self-preservation, and personal ambition.
Size. Your size depends on your form: Medium in humanoid and hybrid forms, Medium or Large in serpent form.
Speed. Your base walking speed is 30 feet. In serpent form, your speed is 40 feet, and you gain a climbing speed equal to your movement speed.
Shapechanger. As a bonus action, you can transform between your Humanoid, Hybrid, and Serpent forms. This transformation does not expend a spell slot or other resource. Equipment and armor do not change with you.
Hybrid Form (Half-Snake Form). In this form, you retain your humanoid shape but gain ophidian features such as golden scales, elongated fangs, slitted eyes, and a forked tongue.

You gain the following benefits:

  • Venomous Fangs.
Your bite is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal 1d6 piercing damage plus 2d6 poison damage. The poison damage increases to 3d6 at 10th level.
  • Constrictor’s Strength.
When you hit a creature with a melee attack, you can use a bonus action to attempt to grapple it. You have advantage on grapple checks.
  • Enhanced Senses.
You have blindsight up to 10 feet and advantage on Perception checks that rely on smell or vibration detection.
  • Serpentine Reflexes.
You have advantage on Dexterity saving throws against effects that would restrain or paralyze you.



Serpent Form (Full Snake Form). You fully transform into a massive serpent, gaining the following traits:

Your size increases to Large.

  • Slithering Speed.
Your movement speed increases to 40 feet and you gain climbing speed equal to your movement speed.
  • Bite Attack.
Your fangs become even deadlier. Your bite deals 2d6 piercing damage plus 3d6 poison damage (4d6 at 10th level). A creature hit by your bite must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be poisoned for 1 minute.
  • Constrict.
As an action, you can attempt to grapple and restrain a creature of Medium size or smaller. The target is restrained until it escapes (DC = your grapple DC). While restrained, it takes 2d6 bludgeoning damage at the start of each of its turns. You can only constrict one target at a time.
  • Resistant Flesh.
You gain resistance to nonmagical slashing, piercing, and bludgeoning damage.
  • Limited Speech.
In this form, you can understand and mentally communicate but cannot speak normally. *
Ophidian Resilience. At 5th level, when you are below half your hit point maximum, you regain 1d8 + your Constitution modifier hit points at the start of your turn. This effect does not function if you have taken fire or radiant damage.



Poison Immunity. You are immune to poison damage and the poisoned condition.
Darkvision. You can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
Languages. You can speak, read, and write Common and one other language of your choice.

=[edit]

Random Height and Weight[edit]

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
5′ 4'' ++2d10 120 lb. × (× (2d4) lb.) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


5.00
(one vote)

Back to Main Page5e HomebrewRaces