Seraphon (5e Race)
Seraphon[edit]
The Seraphon are a race of intelligent reptilian humanoids who are the eternal foes of Chaos and champions of Order.
Physical Description[edit]
Saurus are a type of powerful predatory Seraphon much larger and stronger than their Skink cousins and serve as the main infantry of the Seraphon military. They are also able to serve as cavalry and even as the bodyguards of the Slann Starmasters.
The Slann are the leaders of the Seraphon. They are toad-like creatures with immense magical powers. They are exclusively found sitting on magical palanquins from where they can survey the battlefield and bring their magical powers to bear most effectively. In order to obliterate their foes, the Starmasters manipulate the very heavens. Through their arcane might and vast intellects are the Seraphon summoned to the Mortal Realms to crush the servants of Chaos.
Huge in stature, the Kroxigor send enemies flying with each swing of their massive weapons. Summoned by the Slann to crush stubborn enemy resistance, these lumbering giants possess strength enough to smash enemy fortifications to rubble and break the backs of terrifying monsters.[1a]
Saurus are a type of powerful predatory Seraphon much larger and stronger than their Skink cousins and serve as the main infantry of the Seraphon military. They are also able to serve as cavalry and even as the bodyguards of the Slann Starmasters.
Skinks bombard their foes from all directions with crackling volleys of celestial energy and meteor-like projectiles. Even as their opponents try to bring them to battle, the diminutive Seraphon slip away into the shadows, ready to appear without warning once more and bring death to their enemies.
The Chameleon Skinks are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, Chameleon Skinks are their own people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defences and a mystical connection to the natural world, Chameleon Skinks can survive with just their wits in situations that would be deadly for other folk. Because of that fact, many Chameleon Skinks myths state that their people were placed by the gods in the Material Plane to guard its natural wonders.
Chameleon Skinks have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.
History[edit]
Older than memory, existing for aeons unrecorded, the Seraphon have ever waged an unending, savage war against the forces of Chaos. Descending to strike a vengeful blow against the Dark Gods for the destruction of their beloved World That Was aeons ago, as the Age of Sigmar dawns, they seek to bring order to the Mortal Realms.
Seraphon Names[edit]
the seraphon names are like orish/aztec name with a combination of the sound they make in battle
Male:
Female:
Saurus Traits[edit]
Saurus's are predatory hunter that fight with anything at their disposel "anything to keep order in this world
Ability Score Increase. Your Strength or Dexterity score increases by 2 and your Constitution score increases by 1.you can't increase an ability score above 20 using this feature.
Age. Saurus reach maturity after approximately 20 years. After reaching adulthood, their aging slows dramatically and lifespans range from hundreds to thousands of years.
Alignment. Most Saurus are lawful but some maybe become neutral due to their out look on the world they see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
Size. Saurus height changed from 5 to 7 feet tall, often rivaling Dragonborn. Your size is Medium.
Speed. Your base walking speed is 30 feet and you have a swim speed of 30 feet
Darkvision. 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.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Claw. Your Blade like claws is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Hold your Breath. You can hold your breath for up to 15 minutes at a time.
Savage jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
Languages. You can speak, read, and write Common, Draconic and one other language of your choice
Subrace. you pick one of these subrace between, Sauruas, Skinks, Chameleon Skinks, Kroxigors and finally Slanns
Skinks[edit]
Ability Score Increase. Your Dexterity score increases by 2
Size. Skinks are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Darkvision. 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.
Furry of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Affinity for Magic. From increased exposure to magic rituals, you have obtained a natural talent for magic. You may learn three cantrips from the cleric_spell_list. The spellcasting ability for these cantrip is Wisdom.
Chameleon Skinks[edit]
Ability Score Increase. Your Dexterity score increases by 3 but your Strength is lowered by 2
Size. Chameleon Skinks height changed from 4 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet and you have a swim speed of 30 feet
Darkvision. 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.
Adaptive Scales. Chameleon Skinks can use an bonus action to changing they scale colours to match the surrounding area granting the advantage to stealth checks
Venomous Spit. as an action the Chameleon Skinks can use their spit to coat they weapons with a poison which target creature who is hit with an attack made with a coated weapon must make a Constitution save DC 13 or be poisoned and suffer 2d6 poison damage ontop of your weapon damage
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Kroxigors[edit]
Ability Score Increase. Your Strength score increases by 4 and your Constitution score increases by 1 but your Dexterity is lowered by 3
Size. Kroxigors height changed from 8 to 10 feet tall. Your size is large.
Darkvision. 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.
Natural Athlete. You have proficiency in the Athletics skill.
Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Savage Attack. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.
Slann[edit]
Ability Score Increase. Your Intelligence score increases by 4 but your Dexterity is lowered by 3
Speed. Your base walking speed is 0 feet but they mostly rely on a magical device almost wheel chair like (look below)
Darkvision. 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.
Mental Prowess. You have advantage on all Wisdom saving throws and You have resistance to psychic damage.
Innate magic casting. you can cast Blink and Scorching Ray using Intelligence as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. later in the game you learn additional spells such as Hellish Rebuke at 4th level and Lightning bolt at 6th level. inaddition every 4th level after level 10 you gain additional uses of these spells these spells use the same DC calculations as the wizard class
Magical Palanquin. due to the old age of the slanns their mobility has dropped complete to a stand still so they had to adapt so they created a magical mobile device which ables them to move around free granting them a movement speed of 25 feet movement speed. the magical palanquin as an AC of 16 if targeted by an attack instead of the character themselves and the palanquin as the same health as the rider
Spell Conversion. You can choose to convert your spell damage type to match a different type of your choosing and you can use this a number of time equal to you intelligence modifier
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
′ '' | + | lb. | × () lb. |
*Height = base height + height modifier |
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