Yuan-Ti

Yuan-Ti are Beastkin descended from Fiends, and might possess a full array of sepentine traits, but otherwise appear similarly to Elves or Tieflings, depending on the particular Yuan-Ti.

Yuan-Ti are found on most continents, and about half of them live in pseudo-familial, pseudo-religious cults, which are also found on every continent. Yuan-Ti are also highly prominent in the Underdark.

Yuan-ti as DnD Characters=

Yuan-ti as DnD Characters
Yuan-ti share the following traits;

Medium Humanoid; Charisma +2, Intelligence +1; 30 ft. Walking speed; 60 ft. Darkvision

Fangs. Your Fangs are natural weapons which use strength or dexterity for attacking and damaging. They possess a d6 damage die, and your Yuan-ti Venom may be injected as part of a bite attack.

Snake Spellcasting. You know the Silken Tongue cantrip. You may cast the Charm Person spell once per rest, and the target is not made aware of your casting this spell. 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 short rest. Beginning at 5th level, each of these gain additional uses such that you may cast each a number of times equal to half your level, rounded up, each rest.

Magic Resistance. You possess advantage on saving throws against magical effects.

Venom Affinity. You are immune to poison damage and proficiency in use of a Poisoner's Kit. In addition, you produce Yuan-ti Venom at the end of a long rest. This venom forces a constitution saving throw(DC based on your Constitution), dealing [Tier]d6 poison on a failure, or half as much on a success. You produce a number of doses equal to your level plus your constitution modifier each long rest.

Heroic Yuan-ti
Heroic Yuan-ti gain the ability to use a Dreadful Gaze. Whenever they use a magical ability or cast a spell which would Charm or Persuade a target, you may instead have it Frighten or Intimidate a creature, with all other elements of the spell being identical, and vice-versa.

In addition, your Silken Tongue cantrip grants you a d6 die, rather than a d4.

Yuan-ti Paragons
Yuan-ti Paragons are able to transform into snakes of all sorts. As an action, you may take on the shape of a snake. You retain your hit points and all class and race features, including the ability to cast spells, and you retain the ability to speak. You otherwise then use the physical statistics of your chosen Snake, which must be of a CR under your level.

In addition, your Silken Tongue grants you a d8 die, rather than a d6.

Racial Variations and Mixing
Yuan-ti are not insulated from the rest of the races in existence. Quite the opposite, really, due to their cultish-kidnapping schtick in a lot of places. Consult the following for suggestions on how to handle this;

Other Beastkin Mixes
When Yuan-ti and other beastkin bloods mix, some unpredictable things can happen. There are no particularly odd quirks of note beyond the typical race-mixing, though when Yuan-ti mix with other venomous Beastkin, those venoms compile, rather than compete.

Dragonkin Ancestry
Yuan-ti and Dragon blood mixes frequently in a lot of places in the world. Yuan-ti can have a Dragon's Heart, though will not without mystic prompting, and will benefit from Dragon's Blood naturally. If the dragon's blood is particularly present, a Yuan-ti might have their Magic Resistance feature replaced by the following features;

Magic Blood. You gain resistance to one type of damage, reflecting your draconic ancestor. In addition, as part of your Snake Spellcasting, you learn an additional 1st-level, 2nd-level, and 3rd-level spell appropriate to your draconic ancestry. You learn a 4th- and 5th-level spell as part of your Heroic feature, a 6th and 7th as part of your Paragon feature, and an 8th and 9th as part of your Epic feature.

Wyrm's Tongue. Your poison, and any poison you process through your body, deals additional damage equal to [Tier]d6, subject to reduction through the appropriate saves and checks. The damage type is appropriate to your Magic Blood.

Dwarren Ancestry
Most Dwarren ancestry leads to Medusae Bloodline- Yuan-ti. Derro and Muls are the only Dwarren which don't, and in these instances, Yuan-ti blood mixes as normal. A random upside from either is that many venoms can be both gathered and applied from other creatures in very interesting ways.

Giantspawn Ancestry
When Yuan-ti blood mixes with the blood of the giants, the Yuan-ti blood usually wins out. That said, it qualifies the Yuan-ti as Giantspawn for all purposes, including Giantspawn Rites and Runes, and as such there is a chance that the Yuan-ti is Marked. Though INCREDIBLY rare, Yuan-ti's marks are more curvy than the marks borne by typical giantspawn, and tend to end in sharp points rather than connecting to an overall design. In this case, the Yuan-ti becomes a Legacy 1 ancestry, and they replace their Snake Magic feature with the following feature;

Leviathan's Mark. You gain Leviathan Charges equal to twice your level, which you regain at the end of a short or long rest. You then learn a spell which conjures snakes(Or could be reflavoured as snakes, like Entangle and Maximillian's Earthen Grasp), enchants, charms, or frightens a creature, or deals poison damage at every spell level, upto half your level rounding up. You may cast these spells as normal, or by spending Leviathan Charges equal to the spell's level.

"Medusae" Ancestry
This is a wide-call, as Yuan-ti blood actually falls along a strange groove here. Many Dwarren bloodlines lead here, as does influence from the Earth Elemental Plane, and a few others. And of course, Medusa blood carries through the generations, so a little bit 800 years ago can carry all the way to now. Yuan-ti of the Medusa Ancestry lose the Snake Spellcasting and Venom Affinity features, and their Heroic Feature changes. In exchange, they gain the following features;

Stone Venom. You are immune to the Petrification condition, and you produce magical Medusa Venom at the end of a long rest. This venom forces a constitution saving throw(DC based on your Constitution). On a failed save of any caliber, they are subjected to the venom, with one failure. On a critical failure, they are subject to 2, and a super failure subjects them to 3. While subjected to the poison, a creature must repeat their saving throw with disadvantage at the beginning of each of their turns. If it accrues 3 successes before 3 failures, it is freed from the poison. An effect not specifically designed around Medusa Venom merely removes one "Failed" saving throw, for the purposes of the effect, if it would ordinarily end a poison. If a creature has accrued one failed save, the creature is Poisoned and Slowed. With two failed saves, the creature is Poisoned and Restrained. At three fails, they cease making saving throws, and are Petrified. And Poisoned. You produce a number of doses equal to your level plus your constitution modifier each long rest.

Stone Glare(Heroic Feature). You gain the ability to expend the magic of your venom through eye-contact alone. As an action, you may spend one of your Doses of Stone Venom to subject a creature within 30 feet to the venom's effects.


 * -|Yuan-ti as FATE Characters=Sample Stuff