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Physical Description[edit]
At first glance, the coiling lower form of the naga is their defining feature, your eyes
flowing upward to be met with a humanoid upper torso. To some naga, it is reminiscent
of a normal human, save for their eyes, ears and pronounced canines. To be viewed
behind a waist-high barricade, they could be mistaken for human. This is not true for all
naga, as the humanity of their upper bodies wanes, following more to their serpentine
bloodline with their scales, claws, and elongated necks ending in the head of a snake.
Do not be fooled, as some of these variants of naga can be the most kind-hearted of
their people.
History[edit]
Born far before the likes of the yuan-ti, the naga were the original forebears of Zehir.
They were cunning, swift, secretive and lived long enough to give a great many years to
their god. Throughout the spellplague, they were loyal servants, their prowess and
strength became the aspirations of the now yuan-ti. This visage would be their later
vision of perfection, as the naga themselves would soon be torn from their creator, as
Zehir grew hungrier in its need for power.
It would be Bahamut, the Platinum Dragon, who saw these warriors. Seeing their
potential Wisdom and Intelligence that could be shaped through their lifespans, he
offered them providence to renounce the shrewed, cruel ways of their creator. Seeing
the opportunity at longevity and removal from under the thumb of Zehir, they agreed
and had been changed to that of a divine race.
Society[edit]
Like other humanoids, nagas have formed modern societies in their own kingdoms as
well as being loyal subjects to other countries. This modernization mixed with their long
lifetimes has allowed for more spiritual and intellectual pursuits, serving as protectors
and guardians of treasures; both material riches and spiritual wealth. Others form more
artistic drives, as Naga fashionistas and artisans are valued contributors to multiple
cultures, experience allowing for deepened expressions and meaning behind their work.
Naga Names[edit]
Male: Slin ,Zas, Mitheph, Pozjashu, Grez'juss, Cesh, Skashjas, Sker'ken, Kuth'jirash,
Rraj'u
Female: Hult'huph, Ushjer, Purkkes, Pugash, Shishjassas, Nozjus, Rrother, Keksuss,
Higu, Kruss'tiss
Naga Traits[edit]
A proud race, their species varied by the environments they had taken residence to in
the centuries following the birth of their kind.
Ability Score Increase. Your Strength and Dexterity scores each increases by 2.
Age. Most Naga live for a long time. The elder Naga have lived to be 500 years old.
Alignment. Naga are mostly lawful or neutral.
Size. Nagas are very well built, ranging from 5 feet 8 inches to over 7 feet tall when
raised. Their body length is usually between 12-18 feet, though, are able to coil up to fit
in the same size square as a medium creature and can squeeze through small
openings at least as easily as a normal medium sized creature. They typically weigh
between 275-350 pounds, consuming a bit more food than the average adult. Your size
is Medium.
Speed. Your base walking speed is 30 feet. You have a swim speed of 20 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.
Keen Senses. You are proficient in the Perception skill.
Languages. You can read, write and speak Common, Celestial, and Draconic.
Subrace. Pick one from Sea, Desert, Jungle, Forest, and Urban.
Heritages[edit]
Sea Heritage[edit]
Coastal settlements that can even be found up major rivers from the coast. With water
being around most of their lives, they've adapted and have become quite competent in
the water.
You have advantage on grappling enemies as you coil your body around them.
As a bonus action, you may squeeze them for 1d4 damage. Increasing by 1d4 at
level 8, 12, 16, and 20. This feature can be used a number of times equal to
your Strength modifier. You regain uses after a long rest.
Basilisk[edit]
Your gaze pierces the windows to the soul of your enemies, causing them to not move.
Your Wisdom score increases by 1.
At the start of your turn, you may pick a creature that you can see within 30 feet and
force them to make a Wisdom saving throw or have their movement speed reduced
to 0 until the end of their next turn. The DC for this saving throw is equal to 8 +
your Wisdom modifier + your proficiency bonus. You regain use of this ability after
you complete a short or long rest.
Venomous[edit]