Serpentfolk, Ghoul, and Wight Features
Serpentfolk, Ghoul, and Wight Features
• Ability Score Increase. Your Intelligence score increase by 2, and your Wisdom score increases by 1.
• Size. Serpentfolk are a little taller than humans, but also typically slimmer. Your size is Medium.
• Speed. Your base walking speed is 30 feet.
• Darkvision. You have superior vision in dark and dim conditions. 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 instead of the bludgeoning damage normal for an unarmed strike, and also
deal an additional 1d6 poison damage.
• Eldritch Legacy. You know the primal savagery cantrip. Once you reach 3rd level, you can cast the
cause fear spell once. Once you reach 5th level, you can also cast the suggestion spell once. You must
finish a long rest to cast these spells again with this trait. Intelligence is your spellcasting ability for these
spells.
• Serpentine Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against
magic.
• Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your
Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would
leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
• Languages. You can speak, read, and write Common and Draconic.
Ghoul Features
• Ability Score Increase. Your Dexterity score increase by 2 and your Wisdom score increases by 1.
• Size. Some ghouls were born as such, others were once human, but either way you are proportioned
similarly. Your size is Medium.
• Speed. Your base walking speed is 30 feet.
• Darkvision. You have superior vision in dark and dim conditions. 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.
• Claws. Your vicious claws are natural weapons, which you can use to make unarmed strikes. If you hit
with them, you deal slashing damage equal to 1d4 + your Strength modifier instead of the bludgeoning
damage normal for an unarmed strike.
• 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.
• Sepulchral Nature. You do not need to breathe or drink, but you must consume the flesh of sentient
creatures - a creature without meat or with an Intelligence score of 4 or less cannot sustain you. Spoiled
or decaying meat has no ill effects on you. Additionally, starvation does not take a physical toll on your,
but rather
a mental one. Whenever you would normally suffer a level of exhaustion due to starvation, your
Intelligence is instead reduced by 2. If your Intelligence score drops to 4 or less, you become an NPC until
you eat normally again, which restores 2 points of Intelligence per day.
• Hated by the Gods. You are susceptible to damage from holy water and being turned by clerics.
• Grave Stalker. You have resistance against necrotic damage. You have proficiency in the Perception and
Stealth skills.
• Charnel Frenzy. As a bonus action, you can throw yourself into a frenzy. You gain temporary hit points
equal to your level + your Constitution modifier. For 1 minute or until you die, as a bonus action you can
either move up to your speed toward an enemy of your choice that you can see or hear, or make an
unarmed strike
with your bite. Once you frenzy, you can’t do so again until you finish a short or long rest.
• Languages. You can speak, read, and write Common and Elder Speech.
Wight Features
• Ability Score Increase. Your Constitution score increase by 2 and your Strength score increases by 1.
• Size. Most wights were once humans, but often weigh somewhat less due to a combination of their
circumstances of death and the ravages of time. Your size is Medium.
• Speed. Your base walking speed is 30 feet.
• Darkvision. You have superior vision in dark and dim conditions. 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.
• Life Drain. Your cold touch is a natural weapon that drains the life out of its victims, and you can use it
to make unarmed strikes. If you hit with it, you deal necrotic damage equal to 1d6 + your Strength
modifier, instead of the bludgeoning damage normal for an unarmed strike. Starting once you reach 5th
level,
any Medium or Small humanoid slain by this attack rises the next midnight as a zombie under your
control, unless it is restored to life or its body is destroyed. You can have no more than twelve zombies
under your control at one time as a result of this trait.
• Undead Nature. You have advantage on saving throws against poison, and you have resistance against
poison damage and necrotic damage. You do not need to breathe, eat, or drink, and you cannot die due
to exhaustion. You are susceptible to damage from holy water and to being turned by clerics.
• Torpor. Wights do not sleep. Instead they enter a restorative torpor, remaining semi-conscious, for 4
hours a day. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
• Sunlight Sensitivity. While in sunlight, you have disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
• Ancient Warlord. You are proficient with two martial weapons of your choice and with light armor.
• Languages. You can speak, read, and write Common and one extra language of your choice.