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2016-01-21, 10:24 AM
Vrael Oro Sorcerous Origin
The favoured ones, the Vrael Oro. In the depths of the serpent kingdoms on the world of Toril, from Kara-Tur in the east to the hot and steamy jungles of Chult in the west, the scaled ones work their machinations, to either regain what they have lost, or to continue to pull the strings of the scaleless and rule from the shadows. For this, there is a need for intemediataries, and while generally the purebloods of the yuan-ti pull the strings, sometimes the blood of humanoids gets tainted. Bloodlines that carry the taint of the scaled ones can erupt, and sometimes the gift of magic from a scaled one manifests.
As you progress down the path of the arcane, your bloodline may manifest in more ways than just magical power. Your voice may become more raspy and sound more reptillian, you may grow a set of extra transparent eyelids, and you may be able to taste the air with your newly forked tongue.
Creating a Vrael Oro Sorcerer
When you create a sorcerer that has this bloodline, consider in what sort of environment you were born into. Could you openly display your gift of the magic that was engendered by the scaled ones many ages past, as in the free city of Hlondeth? Or were you born into a world in which the populace fear the scaled ones, and in which displaying your gift will put you in extreme danger, such as the veiled land of Samarach?
Also consider how your bloodline came about. Was it due to an ancestor becoming tied up in the machinations of the vrael oro? Did one of your forebears, either consciously or (more probably) unknowingly bolster the aims of a yuan-ti house? And how will you use your gift? Will you use your gift to protect the ones that the scaled folk manipulate, attempting to cut the strings that the Scaleless Ones dance on? Or will you work to further the aims of the scaled ones?
Scaled Affinity
When this bloodline rises to the fore at 1st level, you gain the ability to speak the language of the vrael oro. You can speak and read Draconic and Yuan-Ti. You are also considered proficient in Animal Handling regarding checks involving snakes, and can communicate simple ideas to them.
Serpentine Sanguinity
At 1st level, you have resistance to poison damage, and advantage on saving throws against poison. At 14th level, this becomes immunity to poison damage and being poisoned.
Favoured One Arcana
At 3rd level, you gain the spell Suggestion, and at 5th, the spell Fear. These spells do not count against your known Sorcerer spells.
Serpent Form
At 6th level, you gain the ability to shift into either a giant poisonous snake (MM, p327) or a poisonous snake (MM, page 334). You can stay in this form for a number of hours equal to half your sorcerer level rounded down, and you then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn, and you can change into serpent form. You need to finish a long rest before using this feature again. You cannot cast any spells, with the exception of Suggestion and Fear. These spells can be cast by expending 5 sorcery points. The rules for your snake form are the same as those for Druid Wildshape otherwise (PHB, p67).
Conjure Serpent Swarm
At 18th level, you can conjure 4 swarms of poisonous snakes (MM, page 338). For 1 minute or until you lose concentration, you can control these swarms and they obey your commands. The serpents vanish if you lose concentration or at the end of the spells duration, and you regain the use of this feature after you finish a long rest.
Favoured Features
As you progress along this path, you may gain features like one of the vrael oro. As an option, roll on the table below to determine features gained every 3rd level starting from 3 you gain in this class.
1
Patches of scales on the body
2
Forked tongue
3
Clear second eyelid
4
Rasping voice
5
Tough scales for finger and toe nails
6
Eyes with vertical pupils, like that of a viper
The favoured ones, the Vrael Oro. In the depths of the serpent kingdoms on the world of Toril, from Kara-Tur in the east to the hot and steamy jungles of Chult in the west, the scaled ones work their machinations, to either regain what they have lost, or to continue to pull the strings of the scaleless and rule from the shadows. For this, there is a need for intemediataries, and while generally the purebloods of the yuan-ti pull the strings, sometimes the blood of humanoids gets tainted. Bloodlines that carry the taint of the scaled ones can erupt, and sometimes the gift of magic from a scaled one manifests.
As you progress down the path of the arcane, your bloodline may manifest in more ways than just magical power. Your voice may become more raspy and sound more reptillian, you may grow a set of extra transparent eyelids, and you may be able to taste the air with your newly forked tongue.
Creating a Vrael Oro Sorcerer
When you create a sorcerer that has this bloodline, consider in what sort of environment you were born into. Could you openly display your gift of the magic that was engendered by the scaled ones many ages past, as in the free city of Hlondeth? Or were you born into a world in which the populace fear the scaled ones, and in which displaying your gift will put you in extreme danger, such as the veiled land of Samarach?
Also consider how your bloodline came about. Was it due to an ancestor becoming tied up in the machinations of the vrael oro? Did one of your forebears, either consciously or (more probably) unknowingly bolster the aims of a yuan-ti house? And how will you use your gift? Will you use your gift to protect the ones that the scaled folk manipulate, attempting to cut the strings that the Scaleless Ones dance on? Or will you work to further the aims of the scaled ones?
Scaled Affinity
When this bloodline rises to the fore at 1st level, you gain the ability to speak the language of the vrael oro. You can speak and read Draconic and Yuan-Ti. You are also considered proficient in Animal Handling regarding checks involving snakes, and can communicate simple ideas to them.
Serpentine Sanguinity
At 1st level, you have resistance to poison damage, and advantage on saving throws against poison. At 14th level, this becomes immunity to poison damage and being poisoned.
Favoured One Arcana
At 3rd level, you gain the spell Suggestion, and at 5th, the spell Fear. These spells do not count against your known Sorcerer spells.
Serpent Form
At 6th level, you gain the ability to shift into either a giant poisonous snake (MM, p327) or a poisonous snake (MM, page 334). You can stay in this form for a number of hours equal to half your sorcerer level rounded down, and you then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn, and you can change into serpent form. You need to finish a long rest before using this feature again. You cannot cast any spells, with the exception of Suggestion and Fear. These spells can be cast by expending 5 sorcery points. The rules for your snake form are the same as those for Druid Wildshape otherwise (PHB, p67).
Conjure Serpent Swarm
At 18th level, you can conjure 4 swarms of poisonous snakes (MM, page 338). For 1 minute or until you lose concentration, you can control these swarms and they obey your commands. The serpents vanish if you lose concentration or at the end of the spells duration, and you regain the use of this feature after you finish a long rest.
Favoured Features
As you progress along this path, you may gain features like one of the vrael oro. As an option, roll on the table below to determine features gained every 3rd level starting from 3 you gain in this class.
1
Patches of scales on the body
2
Forked tongue
3
Clear second eyelid
4
Rasping voice
5
Tough scales for finger and toe nails
6
Eyes with vertical pupils, like that of a viper